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synced 2024-11-12 10:15:18 +01:00
Added back texture scale calculation to the blocky mesher.
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@ -82,6 +82,8 @@ void Terrain2DMesherBlocky::add_chunk_normal(Ref<Terrain2DChunkDefault> chunk) {
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mcache = _library->material_cache_get(chunk->material_cache_key_get());
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}
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int texture_scale = get_texture_scale();
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int margin_start = chunk->get_margin_start();
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//z_size + margin_start is fine, x, and z are in data space.
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for (int y = margin_start; y < y_size + margin_start; ++y) {
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@ -147,10 +149,10 @@ void Terrain2DMesherBlocky::add_chunk_normal(Ref<Terrain2DChunkDefault> chunk) {
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add_indices(vc + 3);
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Vector2 uvs[] = {
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surface->transform_uv(Vector2(0, 0)),
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surface->transform_uv(Vector2(1, 0)),
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surface->transform_uv(Vector2(0, 1)),
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surface->transform_uv(Vector2(1, 1))
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surface->transform_uv_scaled(Vector2(0, 0), x % texture_scale, y % texture_scale, texture_scale),
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surface->transform_uv_scaled(Vector2(1, 0), x % texture_scale, y % texture_scale, texture_scale),
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surface->transform_uv_scaled(Vector2(0, 1), x % texture_scale, y % texture_scale, texture_scale),
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surface->transform_uv_scaled(Vector2(1, 1), x % texture_scale, y % texture_scale, texture_scale)
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};
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int xx = x * cell_size_x;
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